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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2020 Leszek Koltunski //
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// //
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// This file is part of Magic Cube. //
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// //
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// Magic Cube is proprietary software licensed under an EULA which you should have received //
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// along with the code. If not, check https://distorted.org/magic/License-Magic-Cube.html //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.objectlib.objects;
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import static org.distorted.objectlib.touchcontrol.TouchControl.TC_HEXAHEDRON;
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import static org.distorted.objectlib.touchcontrol.TouchControl.TYPE_SPLIT_CORNER;
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import org.distorted.library.type.Static3D;
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import org.distorted.library.type.Static4D;
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import org.distorted.objectlib.helpers.FactoryCubit;
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import org.distorted.objectlib.helpers.ObjectFaceShape;
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import org.distorted.objectlib.metadata.Metadata;
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import org.distorted.objectlib.helpers.ObjectVertexEffects;
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import org.distorted.objectlib.main.InitAssets;
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import org.distorted.objectlib.scrambling.ScrambleEdgeGenerator;
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import org.distorted.objectlib.touchcontrol.TouchControlHexahedron;
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import org.distorted.objectlib.metadata.ListObjects;
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import org.distorted.objectlib.helpers.ObjectShape;
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import org.distorted.objectlib.shape.ShapeHexahedron;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TwistySkewb extends ShapeHexahedron
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{
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public static final Static3D[] ROT_AXIS = new Static3D[]
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{
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new Static3D( SQ3/3, SQ3/3, SQ3/3),
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new Static3D( SQ3/3, SQ3/3,-SQ3/3),
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new Static3D( SQ3/3,-SQ3/3, SQ3/3),
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new Static3D( SQ3/3,-SQ3/3,-SQ3/3)
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};
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private int[][] mEdges;
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private int[][] mBasicAngle;
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private float[][] mCuts;
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private float[][] mPositions;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public TwistySkewb(int iconMode, Static4D quat, Static3D move, float scale, Metadata meta, InitAssets asset)
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{
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super(iconMode, 2*meta.getNumLayers()[0]-2, quat, move, scale, meta, asset);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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@Override
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public float[][] returnRotationFactor()
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{
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int numL = getNumLayers()[0];
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float[] f = new float[numL];
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for(int i=0; i<numL; i++) f[i] = 1.7f;
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return new float[][] { f,f,f,f };
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int[][] getScrambleEdges()
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{
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if( mEdges==null ) mEdges = ScrambleEdgeGenerator.getScrambleEdgesSingle(mBasicAngle);
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return mEdges;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int getNumCorners()
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{
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return 8;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int getNumEdges(int numLayers)
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{
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return (numLayers-2)*12;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int getNumCentersPerFace(int numLayers)
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{
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return ((numLayers-2)*(numLayers-2) + (numLayers-1)*(numLayers-1));
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float[][] getCuts(int[] numLayers)
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{
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if( mCuts==null )
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{
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float[] c = numLayers[0]==2 ? (new float[] {0.0f}) : (new float[] {-SQ3/6, SQ3/6});
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mCuts = new float[][] {c,c,c,c};
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}
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return mCuts;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public boolean[][] getLayerRotatable(int[] numLayers)
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{
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boolean[] tmp = numLayers[0]==2 ? (new boolean[] {true,true}) : (new boolean[] {true,false,true});
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return new boolean[][] { tmp,tmp,tmp,tmp };
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getTouchControlType()
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{
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return TC_HEXAHEDRON;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getTouchControlSplit()
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{
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return TYPE_SPLIT_CORNER;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int[][][] getEnabled()
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{
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return new int[][][]
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{
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{{0,1},{3,1},{2,3},{0,2}},
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{{2,3},{3,1},{0,1},{0,2}},
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{{1,2},{0,1},{0,3},{2,3}},
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{{1,2},{2,3},{0,3},{0,1}},
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{{0,3},{0,2},{1,2},{1,3}},
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{{1,2},{0,2},{0,3},{1,3}},
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};
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float[] getDist3D(int[] numLayers)
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{
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return TouchControlHexahedron.D3D;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public Static3D[] getFaceAxis()
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{
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return TouchControlHexahedron.FACE_AXIS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float[][] getCubitPositions(int[] numLayers)
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{
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if( mPositions==null )
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{
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int numL = numLayers[0];
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final float DIST_CORNER = numL-1;
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final float DIST_EDGE = numL-1;
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final float DIST_CENTER = numL-1;
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final int numCorners = getNumCorners();
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final int numEdges = getNumEdges(numL);
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final int numCenters = 6*getNumCentersPerFace(numL);
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mPositions = new float[numCorners+numEdges+numCenters][];
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/// CORNERS //////////////////////////////////////////////
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mPositions[0] = new float[] { DIST_CORNER, DIST_CORNER, DIST_CORNER };
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mPositions[1] = new float[] { DIST_CORNER, DIST_CORNER,-DIST_CORNER };
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mPositions[2] = new float[] { DIST_CORNER,-DIST_CORNER, DIST_CORNER };
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mPositions[3] = new float[] { DIST_CORNER,-DIST_CORNER,-DIST_CORNER };
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mPositions[4] = new float[] {-DIST_CORNER, DIST_CORNER, DIST_CORNER };
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mPositions[5] = new float[] {-DIST_CORNER, DIST_CORNER,-DIST_CORNER };
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mPositions[6] = new float[] {-DIST_CORNER,-DIST_CORNER, DIST_CORNER };
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mPositions[7] = new float[] {-DIST_CORNER,-DIST_CORNER,-DIST_CORNER };
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/// CENTERS //////////////////////////////////////////////
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int index=8;
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final float X= -1000.0f;
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final float Y= -1001.0f;
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final float[][] centerTable =
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{
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{X,Y,+DIST_CENTER},
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{X,Y,-DIST_CENTER},
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{X,+DIST_CENTER,Y},
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{X,-DIST_CENTER,Y},
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{+DIST_CENTER,X,Y},
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{-DIST_CENTER,X,Y},
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};
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float x,y, cen0, cen1, cen2;
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for( float[] centers : centerTable )
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{
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x = 2-numL;
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for(int i=0; i<numL-1; i++, x+=2)
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{
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y = 2-numL;
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for(int j=0; j<numL-1; j++, y+=2, index++)
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{
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if( centers[0]==Y ) cen0 = y;
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else if( centers[0]==X ) cen0 = x;
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else cen0 = centers[0];
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if( centers[1]==Y ) cen1 = y;
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else if( centers[1]==X ) cen1 = x;
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else cen1 = centers[1];
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if( centers[2]==Y ) cen2 = y;
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else if( centers[2]==X ) cen2 = x;
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else cen2 = centers[2];
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mPositions[index] = new float[] {cen0,cen1,cen2};
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}
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}
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x = 3-numL;
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for(int i=0; i<numL-2; i++, x+=2)
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{
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y = 3-numL;
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for(int j=0; j<numL-2; j++, y+=2, index++)
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{
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if( centers[0]==Y ) cen0 = y;
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else if( centers[0]==X ) cen0 = x;
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else cen0 = centers[0];
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if( centers[1]==Y ) cen1 = y;
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else if( centers[1]==X ) cen1 = x;
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else cen1 = centers[1];
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if( centers[2]==Y ) cen2 = y;
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else if( centers[2]==X ) cen2 = x;
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else cen2 = centers[2];
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mPositions[index] = new float[] {cen0,cen1,cen2};
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}
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}
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}
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/// EDGES ///////////////////////////////////////////////
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final float[][] edgeTable =
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{
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{0,+DIST_EDGE,+DIST_EDGE},
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{+DIST_EDGE,0,+DIST_EDGE},
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{0,-DIST_EDGE,+DIST_EDGE},
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{-DIST_EDGE,0,+DIST_EDGE},
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{+DIST_EDGE,+DIST_EDGE,0},
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{+DIST_EDGE,-DIST_EDGE,0},
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{-DIST_EDGE,-DIST_EDGE,0},
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{-DIST_EDGE,+DIST_EDGE,0},
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{0,+DIST_EDGE,-DIST_EDGE},
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{+DIST_EDGE,0,-DIST_EDGE},
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{0,-DIST_EDGE,-DIST_EDGE},
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{-DIST_EDGE,0,-DIST_EDGE}
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};
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for (float[] edges : edgeTable)
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{
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float c = 3-numL;
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for (int j=0; j<numL-2; j++, c+=2, index++)
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{
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mPositions[index] = new float[] { edges[0]==0 ? c : edges[0] ,
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edges[1]==0 ? c : edges[1] ,
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edges[2]==0 ? c : edges[2] };
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}
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}
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}
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return mPositions;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public Static4D getCubitQuats(int cubit, int[] numLayers)
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{
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int numL = numLayers[0];
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int numCorners = getNumCorners();
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int numCentersPerFace = getNumCentersPerFace(numL);
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int numCenters = 6*numCentersPerFace;
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if( cubit<numCorners )
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{
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switch(cubit)
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{
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case 0: return mObjectQuats[0]; // unit quat
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case 1: return new Static4D( SQ2/2,0,0,SQ2/2); // 90 along X
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case 2: return new Static4D(-SQ2/2,0,0,SQ2/2); // -90 along X
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case 3: return mObjectQuats[9]; // 180 along X
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case 4: return new Static4D(0, SQ2/2,0,SQ2/2); // 90 along Y
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case 5: return mObjectQuats[11]; // 180 along Y
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case 6: return mObjectQuats[10]; // 180 along Z
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case 7: return new Static4D(SQ2/2,0,-SQ2/2,0); // 180 along (SQ2/2,0,-SQ2/2)
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}
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}
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else if( cubit<numCorners+numCenters )
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{
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int center = (cubit-numCorners)/numCentersPerFace;
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switch(center)
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{
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case 0: return mObjectQuats[0];
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case 1: return mObjectQuats[9];
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case 2: return mObjectQuats[1];
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case 3: return mObjectQuats[4];
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case 4: return mObjectQuats[2];
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case 5: return mObjectQuats[3];
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}
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}
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else
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{
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int edge = (cubit-numCorners-numCenters)/(numL-2);
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switch(edge)
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{
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case 0: return mObjectQuats[ 0];
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case 1: return mObjectQuats[ 2];
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case 2: return mObjectQuats[10];
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case 3: return mObjectQuats[ 8];
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case 4: return mObjectQuats[ 1];
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case 5: return mObjectQuats[ 4];
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case 6: return mObjectQuats[ 6];
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case 7: return mObjectQuats[ 7];
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case 8: return mObjectQuats[11];
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case 9: return mObjectQuats[ 5];
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case 10: return mObjectQuats[ 9];
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case 11: return mObjectQuats[ 3];
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}
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}
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return null;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float[][] getVertices(int variant)
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{
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if( variant==0 )
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{
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return new float[][] { {-1,0,0},{0,-1,0},{0,0,-1},{-1,-1,-1},{0,0,0} };
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}
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else if( variant==1 )
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{
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return new float[][] { {-1,0,0},{0,-1,0},{1,0,0},{0,1,0},{0,0,-1} };
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}
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else
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{
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return new float[][] { {-1,0,0},{1,0,0},{0,-1,0},{0,0,-1} };
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public ObjectShape getObjectShape(int variant)
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{
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if( variant==0 )
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{
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int[][] indices = { {0,1,4},{2,0,4},{1,2,4},{3,1,0},{3,2,1},{3,0,2} };
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return new ObjectShape(getVertices(variant), indices);
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}
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else if( variant==1 )
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{
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int[][] indices = { {0,1,2,3},{4,1,0},{4,2,1},{4,3,2},{4,0,3} };
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return new ObjectShape(getVertices(variant), indices);
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}
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else
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{
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int[][] indices = { {2,1,0},{3,0,1},{2,3,1},{3,2,0} };
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return new ObjectShape(getVertices(variant), indices);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public ObjectFaceShape getObjectFaceShape(int variant)
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{
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int numL = getNumLayers()[0];
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if( variant==0 )
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{
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int N = numL==2 ? 7:5;
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int E1= numL==2 ? 3:2;
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int E2= numL==2 ? 5:3;
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float height = isInIconMode() ? 0.001f : 0.02f;
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float[][] bands = { {height,35,0.16f,0.7f,N,E1,E1}, {0.001f, 35,1.00f,0.0f,3,1,E2} };
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int[] indices = { 0,0,0,1,1,1 };
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return new ObjectFaceShape(bands,indices,null);
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}
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else if( variant==1 )
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{
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int N = numL==2 ? 7:6;
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int E = numL==2 ? 3:1;
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float height = isInIconMode() ? 0.001f : 0.04f;
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float[][] bands = { {height,35,SQ2/8,0.9f,N,E,E}, {0.001f,35,1,0.0f,3,0,0} };
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int[] indices = { 0,1,1,1,1 };
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return new ObjectFaceShape(bands,indices,null);
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}
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else
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{
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int N = numL==2 ? 7:5;
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int E = numL==2 ? 5:2;
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float h1 = isInIconMode() ? 0.001f : 0.035f;
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float h2 = isInIconMode() ? 0.001f : 0.020f;
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float[][] bands = { {h1,30,0.16f,0.8f,N,2,E}, {h2,45,0.16f,0.2f,3,1,2} };
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int[] indices = { 0,0,1,1 };
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return new ObjectFaceShape(bands,indices,null);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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427
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public ObjectVertexEffects getVertexEffects(int variant)
|
428
|
{
|
429
|
if( variant==0 )
|
430
|
{
|
431
|
float[][] corners = { {0.05f,0.25f}, {0.05f,0.20f} };
|
432
|
int[] cornerIndices = { 1,1,1,0,0 };
|
433
|
float[][] centers = { {-0.5f, -0.5f, -0.5f} };
|
434
|
int[] centerIndices = { 0,0,0,-1,0 };
|
435
|
return FactoryCubit.generateVertexEffect(getVertices(variant),corners,cornerIndices,centers,centerIndices);
|
436
|
}
|
437
|
else if( variant==1 )
|
438
|
{
|
439
|
float[][] corners = { {0.06f,0.15f} };
|
440
|
int[] cornerIndices = { 0,0,0,0,0 };
|
441
|
float[][] centers = { {0,0,-0.4f} };
|
442
|
int[] centerIndices = { 0,0,0,0,-1 };
|
443
|
return FactoryCubit.generateVertexEffect(getVertices(variant),corners,cornerIndices,centers,centerIndices);
|
444
|
}
|
445
|
else
|
446
|
{
|
447
|
float[][] corners = { {0.07f,0.20f}, {0.02f,0.30f} };
|
448
|
int[] cornerIndices = { 0,0,1,1 };
|
449
|
float[][] centers = { {0.0f, -0.5f, -0.5f} };
|
450
|
int[] centerIndices = { 0,0,0,0 };
|
451
|
return FactoryCubit.generateVertexEffect(getVertices(variant),corners,cornerIndices,centers,centerIndices);
|
452
|
}
|
453
|
}
|
454
|
|
455
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
456
|
|
457
|
public int getNumCubitVariants(int[] numLayers)
|
458
|
{
|
459
|
return numLayers[0]==2 ? 2:3;
|
460
|
}
|
461
|
|
462
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
463
|
|
464
|
public int getCubitVariant(int cubit, int[] numLayers)
|
465
|
{
|
466
|
return cubit<8 ? 0 : (cubit<8+6*getNumCentersPerFace(numLayers[0]) ? 1:2);
|
467
|
}
|
468
|
|
469
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
470
|
|
471
|
public float getStickerRadius()
|
472
|
{
|
473
|
return 0.08f;
|
474
|
}
|
475
|
|
476
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
477
|
|
478
|
public float getStickerStroke()
|
479
|
{
|
480
|
float stroke = 0.08f;
|
481
|
|
482
|
if( isInIconMode() )
|
483
|
{
|
484
|
int[] numLayers = getNumLayers();
|
485
|
stroke *= (numLayers[0]==2 ? 2.0f : 2.7f);
|
486
|
}
|
487
|
|
488
|
return stroke;
|
489
|
}
|
490
|
|
491
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
492
|
|
493
|
public float[][][] getStickerAngles()
|
494
|
{
|
495
|
return null;
|
496
|
}
|
497
|
|
498
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
499
|
// PUBLIC API
|
500
|
|
501
|
public Static3D[] getRotationAxis()
|
502
|
{
|
503
|
return ROT_AXIS;
|
504
|
}
|
505
|
|
506
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
507
|
|
508
|
public int[][] getBasicAngles()
|
509
|
{
|
510
|
if( mBasicAngle ==null )
|
511
|
{
|
512
|
int num = getNumLayers()[0];
|
513
|
int[] tmp = new int[num];
|
514
|
for(int i=0; i<num; i++) tmp[i] = 3;
|
515
|
mBasicAngle = new int[][] { tmp,tmp,tmp,tmp };
|
516
|
}
|
517
|
|
518
|
return mBasicAngle;
|
519
|
}
|
520
|
|
521
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
522
|
|
523
|
public String getShortName()
|
524
|
{
|
525
|
switch(getNumLayers()[0])
|
526
|
{
|
527
|
case 2: return ListObjects.SKEW_2.name();
|
528
|
case 3: return ListObjects.SKEW_3.name();
|
529
|
}
|
530
|
|
531
|
return ListObjects.SKEW_2.name();
|
532
|
}
|
533
|
|
534
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
535
|
|
536
|
public String[][] getTutorials()
|
537
|
{
|
538
|
int[] numLayers = getNumLayers();
|
539
|
|
540
|
switch(numLayers[0])
|
541
|
{
|
542
|
case 2: return new String[][] {
|
543
|
{"gb","I6132yshkeU","How to Solve the Skewb","Z3"},
|
544
|
{"es","wxQX3HhPgds","Resolver Skewb (Principiantes)","Cuby"},
|
545
|
{"ru","EICw3aqn6Bc","Как собрать Скьюб?","Алексей Ярыгин"},
|
546
|
{"fr","lR-GuIroh4k","Comment réussir le skewb","Rachma Nikov"},
|
547
|
{"de","7RX6D5pznOk","Skewb lösen","Pezcraft"},
|
548
|
{"pl","ofRu1fByNpk","Jak ułożyć: Skewb","DżoDżo"},
|
549
|
{"br","mNycauwshWs","Como resolver o Skewb","Pedro Filho"},
|
550
|
{"kr","5R3sU-_bMAI","SKEWB 초보 공식","iamzoone"},
|
551
|
{"vn","Db5mXuqgQP8","Tutorial N.5 - Skewb","Duy Thích Rubik"},
|
552
|
{"tw","XtZL9WFMkA8","斜轉魔方教學","不正常魔術方塊研究中心"},
|
553
|
};
|
554
|
case 3: return new String[][] {
|
555
|
{"gb","Jiuf7zQyPYI","Master Skewb Cube Tutorial","Bearded Cubing"},
|
556
|
{"es","8TP6p63KQCA","Master Skewb en Español","jorlozCubes"},
|
557
|
{"ru","7155QSp3T74","часть 1: Как собрать мастер Скьюб","Иван Циков"},
|
558
|
{"ru","14ey-RihjgY","часть 2: Как собрать мастер Скьюб","Иван Циков"},
|
559
|
{"ru","watq6TLa5_E","часть 2.5: Как собрать мастер Скьюб","Иван Циков"},
|
560
|
{"ru","UnsvseFBXmo","часть 3: Как собрать мастер Скьюб","Иван Циков"},
|
561
|
{"fr","tYMoY4EOHVA","Résolution du Master Skewb","Asthalis"},
|
562
|
{"de","LSErzqGNElI","Master Skewb lösen","JamesKnopf"},
|
563
|
{"pl","Y7l3AYFvDJI","Master Skewb TUTORIAL PL","MrUk"},
|
564
|
{"kr","ycR-WmXJCG0","마스터 스큐브 3번째 해법","듀나메스 큐브 해법연구소"},
|
565
|
{"vn","uG8H0ZQTZgw","Tutorial N.35 - Master Skewb","Duy Thích Rubik"},
|
566
|
{"tw","PAPa069Y92M","大師斜轉方塊 教學","不正常魔術方塊研究中心"},
|
567
|
};
|
568
|
}
|
569
|
return null;
|
570
|
}
|
571
|
}
|